Spike
Basic Info
- Tribe: Pets
- Attack: 0
- HP: 7
- Counter: 0
- Effect: Pigheaded (cannot be repositioned after placement). Teeth 2
Rating
B-tier immovable Teeth tank. Spike has Pigheaded — once placed, he cannot be moved to another position for the rest of the fight. Teeth 2 means any enemy that attacks Spike takes 2 automatic damage in return. With 7 HP and Counter 0 (no timer, no active attacks), Spike's entire function is absorbing hits and punishing attackers with Teeth.
Placement is everything with Spike. Choose his position carefully before combat — he cannot adjust to enemy formation changes or unexpected board states. Front-row center is his default slot: maximum enemy aggro absorption while Teeth 2 chips down every attacker across the fight duration. At 7 HP — the highest base HP among Pets — Spike absorbs substantial punishment before falling.
Teeth 2 is modest by Teeth-economy standards (Taiga, Tusk offer higher Teeth values). Against multi-attack enemies (Counter 2, x3 Frenzy), Spike's Teeth 2 fires multiple times per enemy counter cycle — 3 Teeth triggers from one Frenzy enemy = 6 total damage returned without Spike doing anything. Against high-frequency attackers, Spike's passive Teeth can contribute 15–20 damage over a fight from retaliation alone.
How to Use
Place Spike front-row before the fight and leave him there. His Pigheaded keyword means placement is irreversible — think through his final position before deploying. Front-center maximizes enemy targeting on him, maximizing Teeth 2 triggers.
HP investment on Spike directly extends Teeth trigger count. Each +HP point is one more potential hit absorbed, one more Teeth 2 return. A +4 HP charm (7 → 11 HP) may generate 2–4 additional Teeth 2 returns — 4–8 more damage — across a sustained fight.
Healing items are particularly effective on Spike because he cannot retreat. An HP item on Spike when he's at 2 HP restores his absorb window, enabling additional Teeth triggers rather than being wasted on a companion who would have survived regardless.
Teeth charms increase the Teeth value: Teeth +2 on Spike raises his Teeth from 2 to 4. Each attacker then takes 4 damage per hit instead of 2 — doubling his passive damage output.
Advanced Techniques
Spike as high-frequency attacker deterrent. Enemies with x3 Frenzy attack 3 times per activation. Each attack triggers Spike's Teeth 2, dealing 6 damage per enemy Counter cycle. A Frenzy boss that fires every 3 turns contributes 6 damage to itself per activation from Spike's Teeth alone — often 24–30 total self-damage over a full fight.
Tusk aura + Spike. If Tusk (shared: Teeth keyword) is in the same party, Tusk's Teeth aura adds to the environment of Teeth-based damage. While they affect different targets, the combined Teeth pressure on the enemy side makes attacking your front row consistently costly.
Good Synergy Cards & Charms
- HP-up charms — more HP = more hits absorbed = more Teeth 2 trigger events per fight
- Teeth-up charms — each +Teeth directly doubles Spike's passive damage return; highest-priority charm on Spike after HP
- Healing items — extend Spike's front-row presence; each heal = more enemy attacks absorbed = more Teeth returns
- Block sources — Shell or Block on Spike absorbs hits without triggering Teeth (enemy doesn't "hit" Spike through Block), but extends his HP conservation for future Teeth hits
- Booshu — party heal keeping Spike above 0 HP allows him to continue tanking and triggering Teeth
In-game Effect Text
Pigheaded
Patch History
Adjusted in the Friends and Foes 1.2.0 update. Behavior may differ from older guides — verify against current build.